Shining-Mythril / dnd_srd_rules.json
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[
{
"title": "Exceptions Supersede General Rules",
"content": "General rules govern each part of the game. When a class feature, feat, spell, magic item, monster ability, or other game element contradicts a general rule, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though the general rule says melee attacks use Strength.",
"tags": ["core", "rules", "fundamentals"]
},
{
"title": "Round Down",
"content": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.",
"tags": ["core", "math", "fundamentals"]
},
{
"title": "The Six Abilities",
"content": "All creatures have six abilities: Strength (physical might), Dexterity (agility, reflexes, and balance), Constitution (health and stamina), Intelligence (reasoning and memory), Wisdom (perceptiveness and mental fortitude), and Charisma (confidence, poise, and charm). Each ability has a score from 1 to 20, though some monsters can reach 30.",
"tags": ["abilities", "character", "fundamentals"]
},
{
"title": "Ability Modifiers",
"content": "Each ability score has a corresponding modifier used when making D20 Tests. Modifiers range from -5 (score 1) to +10 (score 30). Score 1 = -5, 2-3 = -4, 4-5 = -3, 6-7 = -2, 8-9 = -1, 10-11 = +0, 12-13 = +1, 14-15 = +2, 16-17 = +3, 18-19 = +4, 20-21 = +5, and so on up to 30 = +10.",
"tags": ["abilities", "modifiers", "fundamentals"]
},
{
"title": "D20 Tests",
"content": "When the outcome of an action is uncertain, roll a d20 and add the relevant ability modifier and Proficiency Bonus (if applicable). Compare the total to a target number. If the total equals or exceeds the target, the test succeeds. D20 Tests come in three kinds: ability checks, saving throws, and attack rolls.",
"tags": ["d20", "rolls", "fundamentals"]
},
{
"title": "Advantage and Disadvantage",
"content": "When you have Advantage on a roll, roll two d20s and use the higher result. When you have Disadvantage, roll two d20s and use the lower result. If you have both Advantage and Disadvantage simultaneously, they cancel out and you roll one d20. Multiple sources of Advantage or Disadvantage do not stack — you still roll only two dice.",
"tags": ["advantage", "disadvantage", "d20", "rolls"]
},
{
"title": "Ability Checks",
"content": "An ability check represents a creature using talent and training to overcome a challenge. Roll a d20, add the relevant ability modifier, and add your Proficiency Bonus if you have proficiency in a relevant skill or tool. Compare the result to a Difficulty Class (DC) set by the GM. Typical DCs: Very Easy = 5, Easy = 10, Medium = 15, Hard = 20, Very Hard = 25, Nearly Impossible = 30.",
"tags": ["ability-checks", "skills", "d20"]
},
{
"title": "Saving Throws",
"content": "A saving throw represents an attempt to evade or resist a threat such as a fiery explosion or a mind-influencing spell. You don't normally choose to make a save — an effect forces one. Add the relevant ability modifier and your Proficiency Bonus if you have proficiency in that type of saving throw. If you don't want to resist an effect, you can choose to fail without rolling.",
"tags": ["saving-throws", "d20", "defense"]
},
{
"title": "Attack Rolls",
"content": "An attack roll determines whether an attack hits a target. Roll a d20 and add the relevant ability modifier (Strength for melee, Dexterity for ranged, spellcasting ability for spells) plus your Proficiency Bonus if proficient with the weapon or for spells. If the total equals or exceeds the target's Armor Class (AC), the attack hits. A natural 20 always hits (Critical Hit). A natural 1 always misses.",
"tags": ["attack-rolls", "combat", "d20"]
},
{
"title": "Armor Class (AC)",
"content": "A creature's Armor Class represents how well it avoids being wounded. The base AC for all creatures is 10 + Dexterity modifier. Armor, shields, spells, and other effects can modify this. If a character has multiple features that provide different ways to calculate AC, only one base calculation can be in effect at a time.",
"tags": ["armor-class", "defense", "combat"]
},
{
"title": "Proficiency Bonus",
"content": "Every creature has a Proficiency Bonus applied to D20 Tests when using something they are proficient in — a skill, saving throw, weapon, or tool. A character's bonus increases with level: levels 1-4 = +2, 5-8 = +3, 9-12 = +4, 13-16 = +5, 17-20 = +6. The bonus cannot be added to a roll more than once, though it can be multiplied (e.g., Expertise doubles it).",
"tags": ["proficiency", "bonus", "fundamentals"]
},
{
"title": "Heroic Inspiration",
"content": "When you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it; you must use the new roll. You can never have more than one instance of Heroic Inspiration. If you already have it and would gain it again, you may give it to another player character who lacks it. GMs typically award it for heroic, in-character, or entertaining actions. In the 2024 rules, a natural 20 on a D20 Test also grants Heroic Inspiration.",
"tags": ["heroic-inspiration", "reroll", "mechanics"]
},
{
"title": "Skills Overview",
"content": "Skills represent categories of things creatures try to do with ability checks. The 18 skills are: Acrobatics (Dex), Animal Handling (Wis), Arcana (Int), Athletics (Str), Deception (Cha), History (Int), Insight (Wis), Intimidation (Cha), Investigation (Int), Medicine (Wis), Nature (Int), Perception (Wis), Performance (Cha), Persuasion (Cha), Religion (Int), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis). Proficiency in a skill adds your Proficiency Bonus to relevant checks.",
"tags": ["skills", "proficiency", "ability-checks"]
},
{
"title": "Tool Proficiency",
"content": "If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you also have proficiency in the skill used with that check, you have Advantage on the check. This means you can benefit from both skill and tool proficiency on the same ability check.",
"tags": ["tools", "proficiency", "ability-checks"]
},
{
"title": "Actions in Combat",
"content": "You can take one action on your turn. The main actions are: Attack, Dash (extra movement equal to Speed), Disengage (movement won't provoke Opportunity Attacks), Dodge (attacks against you have Disadvantage and you have Advantage on Dex saves until next turn), Help, Hide, Influence, Magic, Ready, Search, Study, and Utilize. Class features and other abilities may grant additional action options.",
"tags": ["actions", "combat", "turn"]
},
{
"title": "Bonus Actions",
"content": "A Bonus Action is an additional action available only when a class feature, spell, or other ability specifically says you can take one. You can take only one Bonus Action per turn. You choose when to take it during your turn unless timing is specified. Anything that prevents you from taking actions also prevents Bonus Actions.",
"tags": ["bonus-action", "combat", "turn"]
},
{
"title": "Reactions",
"content": "A Reaction is an instant response to a trigger that can occur on your turn or another creature's turn. Once you take a Reaction, you can't take another until the start of your next turn. If a Reaction interrupts another creature's turn, that creature continues its turn right after the Reaction. The most common Reaction is the Opportunity Attack.",
"tags": ["reaction", "combat", "opportunity-attack"]
},
{
"title": "Social Interaction",
"content": "During social interactions, an NPC's attitude is Friendly, Indifferent, or Hostile. Social interactions progress through roleplaying and ability checks. Friendly NPCs are predisposed to help; Hostile ones are inclined to hinder. You can try to alter an NPC's attitude by appealing to their goals, sympathies, or fears. The Influence action (Charisma or Wisdom checks) is the main mechanical method for affecting NPC responses.",
"tags": ["social-interaction", "npcs", "roleplay"]
},
{
"title": "Vision and Light: Obscured Areas",
"content": "Areas can be Lightly or Heavily Obscured. A Lightly Obscured area (dim light, patchy fog, moderate foliage) imposes Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area (darkness, heavy fog, dense foliage) is opaque — creatures trying to see through it have the Blinded condition.",
"tags": ["vision", "light", "exploration", "environment"]
},
{
"title": "Light Types",
"content": "Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, and fires. Dim Light (shadows) creates a Lightly Obscured area and typically occurs at the boundary between Bright Light and Darkness. Darkness creates a Heavily Obscured area and exists outdoors at night, in unlit dungeons, or in areas of magical Darkness.",
"tags": ["vision", "light", "exploration", "environment"]
},
{
"title": "Hiding",
"content": "When you try to hide, you take the Hide action and make a Dexterity (Stealth) check. The Game Master decides when circumstances are appropriate for hiding. Hiding allows you to avoid detection and can grant Advantage on attack rolls against creatures that can't see you. If you make an attack roll while hidden, you give away your location when the attack hits or misses.",
"tags": ["hiding", "stealth", "exploration"]
},
{
"title": "Finding Hidden Objects",
"content": "When searching for hidden things such as secret doors or traps, the GM typically asks for a Wisdom (Perception) check, provided you describe searching in the hidden object's vicinity. On a success, you find the object and/or important details. If you search nowhere near a hidden object, a Wisdom (Perception) check won't reveal it regardless of the total.",
"tags": ["searching", "perception", "exploration"]
},
{
"title": "Travel Pace",
"content": "While traveling outside combat, a group can move at Fast (4 miles/hour, 30 miles/day), Normal (3 miles/hour, 24 miles/day), or Slow (2 miles/hour, 18 miles/day) pace. Fast pace imposes Disadvantage on Perception and Survival checks. Normal pace imposes Disadvantage on Stealth checks. Slow pace grants Advantage on Perception and Survival checks.",
"tags": ["travel", "exploration", "movement"]
},
{
"title": "Playing on a Grid",
"content": "Each square on a grid represents 5 feet. Convert Speed to squares by dividing by 5 (e.g., 30 feet = 6 squares). Entering an adjacent square costs 1 square of movement; entering Difficult Terrain costs 2 squares. To determine range between two things on a grid, count squares by the shortest route. Diagonal movement cannot cross the corner of terrain that fills its space.",
"tags": ["grid", "movement", "combat"]
},
{
"title": "Initiative",
"content": "At the start of combat, every participant rolls Initiative — a Dexterity check that determines the order of turns. The GM rolls for monsters; identical creatures share one roll. A surprised combatant has Disadvantage on their Initiative roll. The resulting order (Initiative count, highest to lowest) is maintained from round to round for the duration of the combat.",
"tags": ["initiative", "combat", "turn-order"]
},
{
"title": "Surprise in Combat",
"content": "If a combatant is surprised by combat starting, they have Disadvantage on their Initiative roll. For example, if an ambusher begins combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Surprise affects only the Initiative roll, not any other actions during the combat.",
"tags": ["surprise", "combat", "initiative"]
},
{
"title": "Your Turn in Combat",
"content": "On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or act first. You can break up your movement, moving some before and after an action, Bonus Action, or Reaction. You can also communicate through brief utterances and gestures without using your action or movement. You can forgo moving, taking an action, or doing anything at all.",
"tags": ["turn", "combat", "movement", "actions"]
},
{
"title": "Difficult Terrain",
"content": "Difficult Terrain — such as low furniture, rubble, undergrowth, steep stairs, snow, or shallow bogs — slows movement. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in the same space count as Difficult Terrain. Another creature's space is also Difficult Terrain unless that creature is Tiny or your ally.",
"tags": ["terrain", "movement", "combat", "environment"]
},
{
"title": "Creature Size and Space",
"content": "Each creature has a size category that determines the grid space it occupies: Tiny (2.5×2.5 ft, 4 per square), Small or Medium (5×5 ft, 1 square), Large (10×10 ft, 4 squares), Huge (15×15 ft, 9 squares), Gargantuan (20×20 ft, 16 squares). A creature's space is the area it effectively controls in combat.",
"tags": ["creature-size", "movement", "combat"]
},
{
"title": "Moving Around Other Creatures",
"content": "During your move, you can pass through the space of an ally, a creature with the Incapacitated condition, a Tiny creature, or a creature two sizes larger or smaller than you. You can't willingly end your move in a space occupied by another creature. If you end a turn sharing a space with another creature, you have the Prone condition unless you are Tiny or larger than that creature.",
"tags": ["movement", "combat", "positioning"]
},
{
"title": "Making an Attack",
"content": "When you take the Attack action (or certain other actions), an attack follows these steps: (1) Choose a target within range, (2) The GM determines Cover and whether you have Advantage or Disadvantage, (3) Make the attack roll. On a hit, roll damage unless the attack's rules specify otherwise. Some attacks cause special effects in addition to or instead of damage.",
"tags": ["attack", "combat", "damage"]
},
{
"title": "Cover",
"content": "Obstacles can provide cover against attacks. Half Cover (another creature or object covering at least half the target) grants +2 to AC and Dexterity saving throws. Three-Quarters Cover (covering at least three-quarters) grants +5 to AC and Dexterity saves. Total Cover (fully behind an object) means the target can't be targeted directly. Only the most protective degree applies.",
"tags": ["cover", "defense", "combat"]
},
{
"title": "Ranged Attacks and Range",
"content": "Ranged attacks can only target creatures within a specified range. Some attacks have two ranges: a normal range and a long range. Attack rolls against targets beyond normal range have Disadvantage. You can't attack targets beyond long range. When you make a ranged attack within 5 feet of an enemy who can see you and isn't Incapacitated, your attack roll has Disadvantage.",
"tags": ["ranged-attacks", "combat", "range"]
},
{
"title": "Melee Attacks and Reach",
"content": "A melee attack allows you to attack a target within your reach, typically using a handheld weapon or Unarmed Strike. A creature's standard reach is 5 feet. Certain creatures or weapons have greater reach, as noted in their descriptions. Many monsters also make melee attacks with natural weapons such as claws, teeth, or other body parts.",
"tags": ["melee-attacks", "combat", "reach"]
},
{
"title": "Opportunity Attacks",
"content": "When a creature that you can see leaves your reach during their movement, you can take a Reaction to make one melee attack (with a weapon or Unarmed Strike) against them. The attack occurs before they leave your reach. You can avoid provoking Opportunity Attacks by taking the Disengage action. You also don't provoke them when you Teleport or are moved involuntarily.",
"tags": ["opportunity-attack", "combat", "reaction"]
},
{
"title": "Mounted Combat",
"content": "A willing creature at least one size larger than the rider with appropriate anatomy can serve as a mount. Mounting or dismounting costs movement equal to half your Speed. A controlled mount's Initiative changes to match yours and has only three action options: Dash, Disengage, and Dodge. If your mount is moved against its will while you're on it, make a DC 10 Dexterity save or fall off Prone.",
"tags": ["mounted-combat", "combat", "movement"]
},
{
"title": "Underwater Combat",
"content": "Making a melee attack roll with a weapon underwater, a creature without a Swim Speed has Disadvantage on the roll unless the weapon deals Piercing damage. A ranged weapon attack automatically misses targets beyond normal range underwater; attack rolls within normal range also have Disadvantage. Everything underwater has Resistance to Fire damage.",
"tags": ["underwater-combat", "combat", "environment"]
},
{
"title": "Hit Points",
"content": "Hit Points (HP) represent durability and the will to live. Your Hit Point maximum is your HP when uninjured. Current HP can range from that maximum down to 0. Whenever you take damage, subtract it from your current HP. HP loss has no effect on your capabilities until you reach 0. If you have half your HP or fewer, you're Bloodied (which may trigger certain effects but has no game effect on its own).",
"tags": ["hit-points", "combat", "health"]
},
{
"title": "Damage Rolls",
"content": "Each weapon, spell, or monster ability specifies its damage dice. Roll the dice, add modifiers, and deal the damage to the target. When attacking with a weapon, add the same ability modifier used for the attack roll to the damage roll. A penalty to damage can reduce it to 0 but not below. Spells specify their own damage dice and modifier rules.",
"tags": ["damage", "combat", "rolls"]
},
{
"title": "Critical Hits",
"content": "When you score a Critical Hit (a natural 20 on an attack roll), you deal extra damage. Roll the attack's damage dice twice, add them together, then add relevant modifiers as normal. For example, a Critical Hit with a Dagger rolls 2d4 instead of 1d4. If the attack includes additional damage dice (such as a Rogue's Sneak Attack), those dice are also rolled twice.",
"tags": ["critical-hit", "damage", "combat"]
},
{
"title": "Damage Types",
"content": "Damage in D&D has specific types that interact with Resistances, Vulnerabilities, and Immunities. The main damage types are: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder. Damage types have no rules of their own but are referenced by other mechanics.",
"tags": ["damage-types", "damage", "combat"]
},
{
"title": "Resistance and Vulnerability",
"content": "Resistance to a damage type means you take half damage (rounded down) of that type. Vulnerability means you take double damage of that type. Multiple instances of Resistance or Vulnerability to the same type count as only one instance. Modifiers to damage are applied first, Resistance is applied second, and Vulnerability is applied third.",
"tags": ["resistance", "vulnerability", "damage", "defense"]
},
{
"title": "Immunity",
"content": "Immunity to a damage type means you take no damage of that type. Immunity to a condition means you are unaffected by it. Immunities are typically granted by creature type (e.g., undead are immune to Poison), class features, spells, or magic items. Unlike Resistance, Immunity completely negates the damage or effect.",
"tags": ["immunity", "defense", "conditions"]
},
{
"title": "Healing",
"content": "Hit Points can be restored by magic (such as the Cure Wounds spell or a Potion of Healing) or by resting. When you receive healing, add the restored HP to your current HP. Your HP cannot exceed your HP maximum — any excess healing is lost. Healing cannot restore Temporary Hit Points, and receiving Temporary Hit Points is not the same as healing.",
"tags": ["healing", "hit-points", "recovery"]
},
{
"title": "Dropping to 0 Hit Points",
"content": "When a creature drops to 0 HP, it either dies outright or falls Unconscious. Monsters typically die instantly at 0 HP (though the GM can treat them like characters). A creature also dies if its HP maximum reaches 0. Massive damage: if damage reduces a character to 0 HP and the remaining damage equals or exceeds their HP maximum, they die instantly.",
"tags": ["death", "unconscious", "hit-points", "combat"]
},
{
"title": "Death Saving Throws",
"content": "When you start your turn with 0 HP, make a Death Saving Throw. Roll a d20: 10 or higher = success, 9 or lower = failure. On your third success, you become Stable. On your third failure, you die. A natural 1 counts as two failures. A natural 20 restores 1 HP. Taking damage at 0 HP causes one failure (two on a Critical Hit). Successes and failures reset when you regain any HP or become Stable.",
"tags": ["death-saves", "death", "combat"]
},
{
"title": "Stabilizing a Character",
"content": "You can use the Help action to try to stabilize a creature with 0 HP by succeeding on a DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even at 0 HP but still has the Unconscious condition. If a Stable creature takes damage, it stops being Stable and resumes making Death Saving Throws. A Stable creature that isn't healed regains 1 HP after 1d4 hours.",
"tags": ["stabilizing", "death", "first-aid", "medicine"]
},
{
"title": "Knocking Out a Creature",
"content": "When a melee attack would reduce a creature to 0 HP, you can choose to knock it out instead. The creature is reduced to 1 HP and gains the Unconscious condition, then starts a Short Rest. The condition ends early if the creature regains any HP or if someone succeeds on a DC 10 Wisdom (Medicine) check as an action to administer first aid.",
"tags": ["knock-out", "unconscious", "combat"]
},
{
"title": "Temporary Hit Points",
"content": "Temporary Hit Points (Temp HP) are a buffer against losing actual HP. When you take damage, Temp HP are lost first; any leftover damage carries over to actual HP. Temp HP don't stack — if you gain new Temp HP, choose whether to keep the new amount or keep what you have. Temp HP can't be restored by healing, they last until depleted or until you finish a Long Rest, and they don't count as actual HP.",
"tags": ["temporary-hit-points", "defense", "buffs"]
},
{
"title": "Resting: Short Rest",
"content": "A Short Rest is a period of downtime at least 1 hour long during which you do nothing more strenuous than eating, drinking, reading, or tending to wounds. At the end of a Short Rest, you can spend Hit Dice to recover HP — roll a Hit Die, add your Constitution modifier, and regain that many HP (minimum of 1). You can spend multiple Hit Dice, up to your maximum, which equals your character level.",
"tags": ["short-rest", "recovery", "hit-dice"]
},
{
"title": "Resting: Long Rest",
"content": "A Long Rest is an extended downtime period, at least 8 hours, during which you sleep or perform light activity. At the end of a Long Rest, you regain all lost HP and all spent Hit Dice (up to half your maximum). You must have at least 1 HP to benefit from a Long Rest. Once you finish a Long Rest, you can't benefit from another for 16 hours.",
"tags": ["long-rest", "recovery", "healing"]
},
{
"title": "Character Creation: Steps Overview",
"content": "To create a character: (1) Choose a Class, (2) Determine Origin (background and species), (3) Determine Ability Scores, (4) Choose an Alignment, and (5) Fill in Details. Your class determines your primary abilities and features. Your background and species provide traits, proficiencies, and a starting feat. Ability scores define your core statistics.",
"tags": ["character-creation", "fundamentals"]
},
{
"title": "Generating Ability Scores",
"content": "Ability scores can be generated three ways: (1) Standard Array — use the scores 15, 14, 13, 12, 10, 8 and assign them as desired; (2) Random Generation — roll 4d6, drop the lowest die, record the total, repeat 6 times; (3) Point Buy — spend 27 points, with scores costing 0 (score 8) to 9 (score 15). After assigning scores, adjust based on your background (increase two scores by 2 and 1, or all three by 1).",
"tags": ["ability-scores", "character-creation"]
},
{
"title": "Alignment",
"content": "Alignment broadly describes a creature's moral compass. It combines morality (good, evil, or neutral) and attitude toward order (lawful, chaotic, or neutral), creating nine combinations: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil. The game assumes player characters are not of an evil alignment. Most creatures that lack rational thought are Unaligned.",
"tags": ["alignment", "character-creation", "roleplay"]
},
{
"title": "Level Advancement",
"content": "Characters gain levels by accumulating Experience Points (XP). Level 1 starts at 0 XP. When you gain a level: gain a Hit Die and roll it (adding your Con modifier, minimum 1) for new HP; record new class features; and adjust your Proficiency Bonus if it increases. The Proficiency Bonus increases at levels 5, 9, 13, and 17. Maximum character level is 20.",
"tags": ["leveling", "advancement", "character-creation"]
},
{
"title": "Multiclassing: Prerequisites",
"content": "To gain a level in a new class, you must have a score of at least 13 in the primary ability of both your current class(es) and the new class. For example, a Barbarian multiclassing into Druid needs Strength 13 and Wisdom 13. XP costs for leveling are based on your total character level, not your level in a specific class.",
"tags": ["multiclassing", "character-creation", "prerequisites"]
},
{
"title": "Multiclassing: Proficiency Bonus and Proficiencies",
"content": "Your Proficiency Bonus is based on your total character level, not your level in a particular class. When gaining your first level in a new class, you gain only some of that class's starting proficiencies (detailed in each class description). Class features that give alternative AC calculations (like Unarmored Defense) cannot stack — choose only one.",
"tags": ["multiclassing", "proficiency", "character-creation"]
},
{
"title": "Multiclassing: Spellcasting",
"content": "When multiclassing between spellcasting classes, combine levels to determine spell slots using the Multiclass Spellcaster table. Count all levels in Bard, Cleric, Druid, Sorcerer, and Wizard plus half your levels (rounded up) in Paladin and Ranger. You determine prepared spells for each class individually. Warlock's Pact Magic slots can be used with Spellcasting slots and vice versa.",
"tags": ["multiclassing", "spellcasting", "spell-slots"]
},
{
"title": "Tiers of Play",
"content": "Character progression is divided into four tiers: Tier 1 (levels 1-4): apprentice adventurers facing local threats. Tier 2 (levels 5-10): full adventurers with iconic spells and multiple attacks, facing city/kingdom-level threats. Tier 3 (levels 11-16): exceptional adventurers with reality-altering spells facing regional threats. Tier 4 (levels 17-20): heroes at the pinnacle of their class, with world- or multiverse-shaking stakes.",
"tags": ["tiers", "leveling", "campaign"]
},
{
"title": "Barbarian: Rage",
"content": "As a Bonus Action, a Barbarian can enter Rage (if not wearing Heavy armor). While raging: gain Resistance to Bludgeoning, Piercing, and Slashing damage; deal bonus damage on Strength attacks (increasing with level); gain Advantage on Strength checks and saves; can't maintain Concentration or cast spells. Rage lasts until end of next turn but can be extended each round. Barbarians get 2 uses at level 1, regaining one on a Short Rest and all on a Long Rest.",
"tags": ["barbarian", "rage", "class-features"]
},
{
"title": "Barbarian: Unarmored Defense",
"content": "While a Barbarian isn't wearing any armor, their base Armor Class equals 10 + their Dexterity modifier + their Constitution modifier. They can use a Shield and still gain this benefit.",
"tags": ["barbarian", "armor-class", "class-features"]
},
{
"title": "Barbarian: Reckless Attack",
"content": "Starting at level 2, when a Barbarian makes their first attack roll on their turn, they can choose to attack recklessly. Doing so grants Advantage on all Strength-based attack rolls until the start of their next turn. However, attack rolls against the Barbarian also have Advantage during that time.",
"tags": ["barbarian", "reckless-attack", "class-features"]
},
{
"title": "Barbarian: Death-Defying Relentless Rage",
"content": "At level 11, if a Barbarian drops to 0 HP while raging and doesn't die outright, they can make a DC 10 Constitution saving throw. On a success, their HP instead changes to twice their Barbarian level. Each subsequent use before a rest increases the DC by 5. A Short or Long Rest resets the DC to 10.",
"tags": ["barbarian", "class-features", "survival"]
},
{
"title": "Bard: Bardic Inspiration",
"content": "As a Bonus Action, a Bard can inspire a creature within 60 feet that can see or hear them. The creature gains a Bardic Inspiration die (d6, scaling to d12 at higher levels). Once within the next hour, when that creature fails a D20 Test, it can roll the die and add the result to the d20, potentially turning failure into success. Uses equal the Bard's Charisma modifier; all recharge on a Long Rest (Short Rest at level 5).",
"tags": ["bard", "bardic-inspiration", "class-features"]
},
{
"title": "Bard: Jack of All Trades",
"content": "Starting at level 2, a Bard can add half their Proficiency Bonus (rounded down) to any ability check that uses a skill in which they lack proficiency and that doesn't already use their Proficiency Bonus. For example, this applies to a Strength (Athletics) check if the Bard lacks Athletics proficiency.",
"tags": ["bard", "proficiency", "class-features"]
},
{
"title": "Cleric: Channel Divinity",
"content": "Starting at level 2, a Cleric can channel divine energy to fuel magical effects. They begin with two options: Divine Spark (restore HP or deal Necrotic/Radiant damage to a target within 30 feet) and Turn Undead (force Undead within 30 feet to make Wisdom saves or be Frightened and Incapacitated for 1 minute). Clerics can use Channel Divinity twice, regaining one use on a Short Rest and all uses on a Long Rest.",
"tags": ["cleric", "channel-divinity", "class-features"]
},
{
"title": "Druid: Wild Shape",
"content": "Starting at level 2, as a Bonus Action, a Druid can transform into a Beast form. The Druid stays in that form for hours equal to half their Druid level. While transformed, they gain Temporary HP equal to their Druid level, use the Beast's stat block (retaining their own creature type, HP, Intelligence, Wisdom, Charisma, class features, languages, and feats), and cannot cast spells. Known Beast forms start at CR 1/4 without Fly Speed and improve with level.",
"tags": ["druid", "wild-shape", "class-features", "transformation"]
},
{
"title": "Fighter: Second Wind",
"content": "As a Bonus Action, a Fighter can regain HP equal to 1d10 plus their Fighter level. They can use this feature twice, regaining one use on a Short Rest and all uses on a Long Rest. At higher levels, they gain additional uses. Second Wind can also be expended on Tactical Mind to add 1d10 to a failed ability check, potentially turning failure into success.",
"tags": ["fighter", "second-wind", "class-features", "recovery"]
},
{
"title": "Fighter: Action Surge",
"content": "Starting at level 2, once per Short or Long Rest, a Fighter can take one additional action on their turn (the Magic action excluded). Starting at level 17, they can use Action Surge twice before a rest, but only once per turn. This is one of the most powerful combat burst options available to any class.",
"tags": ["fighter", "action-surge", "class-features", "combat"]
},
{
"title": "Fighter: Extra Attack",
"content": "At level 5, a Fighter can attack twice instead of once when taking the Attack action. This increases to three attacks at level 11 and four attacks at level 20. Fighters gain access to more attacks than any other class, making them exceptionally effective at sustained weapon damage.",
"tags": ["fighter", "extra-attack", "class-features", "combat"]
},
{
"title": "Monk: Martial Arts",
"content": "A Monk's Martial Arts training grants: (1) Bonus Unarmed Strike as a Bonus Action, (2) a Martial Arts die (d6 at level 1, scaling up to d12 at level 17) used in place of normal Unarmed Strike or Monk weapon damage, and (3) the ability to use Dexterity instead of Strength for attack and damage rolls with Unarmed Strikes and Monk weapons. These benefits apply only when unarmored and not wielding a Shield.",
"tags": ["monk", "martial-arts", "class-features"]
},
{
"title": "Monk: Focus Points",
"content": "Starting at level 2, a Monk has Focus Points (equal to their Monk level) to fuel special features. They start knowing: Flurry of Blows (1 point: two Unarmed Strikes as a Bonus Action), Patient Defense (Disengage or Dodge as Bonus Action; 1 point = both), and Step of the Wind (Dash as Bonus Action; 1 point = Disengage + Dash with doubled jump distance). All Focus Points recharge on a Short or Long Rest.",
"tags": ["monk", "focus-points", "class-features"]
},
{
"title": "Paladin: Lay On Hands",
"content": "A Paladin has a healing pool equal to five times their Paladin level. As a Bonus Action, they can touch a creature (including themselves) and restore HP from this pool. The pool recharges on a Long Rest. Additionally, spending 5 HP from the pool removes the Poisoned condition from the target (these 5 HP don't also restore HP). At level 14 (Restoring Touch), they can also cure Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned for 5 HP each.",
"tags": ["paladin", "lay-on-hands", "class-features", "healing"]
},
{
"title": "Paladin: Aura of Protection",
"content": "Starting at level 6, a Paladin radiates an aura in a 10-foot Emanation. While the Paladin is not Incapacitated, both the Paladin and all allies in the aura gain a bonus to saving throws equal to the Paladin's Charisma modifier (minimum +1). Only one Aura of Protection can benefit a creature at a time; the creature chooses which to use. At level 18, the aura expands to 30 feet.",
"tags": ["paladin", "aura-of-protection", "class-features", "defense"]
},
{
"title": "Ranger: Favored Enemy",
"content": "A Ranger always has the Hunter's Mark spell prepared and can cast it twice without expending a spell slot per Long Rest (increasing with level). Hunter's Mark lets you designate a creature as your quarry: you deal an extra 1d6 damage to it (d10 at level 20) with weapon attacks, and you have Advantage on any Wisdom check made to find it. The mark requires Concentration.",
"tags": ["ranger", "favored-enemy", "hunters-mark", "class-features"]
},
{
"title": "Rogue: Sneak Attack",
"content": "Once per turn, a Rogue can deal extra damage (1d6 at level 1, scaling by 1d6 every two levels to 10d6 at level 20) to one creature they hit with a Finesse or Ranged weapon if they have Advantage on the roll. They don't need Advantage if an ally is within 5 feet of the target (and isn't Incapacitated) and the Rogue doesn't have Disadvantage. The extra damage type matches the weapon.",
"tags": ["rogue", "sneak-attack", "class-features", "damage"]
},
{
"title": "Rogue: Cunning Action",
"content": "Starting at level 2, a Rogue can take one of the following as a Bonus Action on their turn: Dash, Disengage, or Hide. This allows Rogues to be highly mobile, repositioning quickly in combat without sacrificing their main action.",
"tags": ["rogue", "cunning-action", "class-features", "movement"]
},
{
"title": "Rogue: Evasion",
"content": "At level 7, when a Rogue is subjected to an effect that allows a Dexterity saving throw to take only half damage, they instead take no damage on a successful save and only half damage on a failed save. This ability is shared with the Monk class at the same level and represents exceptional dodging skills. The benefit doesn't apply when the Rogue has the Incapacitated condition.",
"tags": ["rogue", "evasion", "class-features", "defense"]
},
{
"title": "Sorcerer: Sorcery Points and Font of Magic",
"content": "Starting at level 2, a Sorcerer has Sorcery Points (equal to their Sorcerer level) that fuel Metamagic and other features. They can convert Sorcery Points into spell slots (2 pts = level 1, up to 7 pts = level 5) as a Bonus Action, or convert spent spell slots into Sorcery Points (slots recharge on a Long Rest; converted slots vanish at Long Rest).",
"tags": ["sorcerer", "sorcery-points", "spellcasting", "class-features"]
},
{
"title": "Sorcerer: Metamagic",
"content": "At level 2, Sorcerers gain two Metamagic options that let them alter their spells by spending Sorcery Points. Options include Careful Spell (protect allies from area effects), Distant Spell (double range), Empowered Spell (reroll damage dice), Extended Spell (double duration), Heightened Spell (impose Disadvantage on first save), Quickened Spell (cast as Bonus Action), Seeking Spell (reroll missed attack), Subtle Spell (cast without components), and Transmuted Spell (change damage type).",
"tags": ["sorcerer", "metamagic", "spellcasting", "class-features"]
},
{
"title": "Spellcasting: Spell Slots",
"content": "Spellcasters use spell slots to cast spells of level 1 and higher. A spell slot is expended each time you cast such a spell. You can cast a spell using a slot of the spell's level or higher — higher slots may enhance the spell's effects. All spell slots recharge when you finish a Long Rest (except Warlock Pact Magic, which recharges on a Short Rest).",
"tags": ["spellcasting", "spell-slots", "magic"]
},
{
"title": "Spellcasting: Concentration",
"content": "Some spells require Concentration to maintain their effects. You can only Concentrate on one spell at a time — casting another Concentration spell ends the first. When you take damage while Concentrating, make a DC 10 Constitution saving throw (or DC equal to half the damage taken, whichever is higher) or lose Concentration. Other events (being Incapacitated, dying) can also end Concentration.",
"tags": ["spellcasting", "concentration", "magic"]
},
{
"title": "Spellcasting: Cantrips",
"content": "Cantrips are level 0 spells that can be cast at will without expending a spell slot. They are learned, not prepared, and are always available. Many cantrips scale in power as the caster gains levels (typically at character levels 5, 11, and 17). Examples include Firebolt, Eldritch Blast, Guidance, and Sacred Flame.",
"tags": ["cantrips", "spellcasting", "magic"]
},
{
"title": "Spellcasting: Ritual Spells",
"content": "Spells with the Ritual tag can be cast as a ritual. Casting a spell as a ritual takes an additional 10 minutes but does not require expending a spell slot. Some classes (Bard, Cleric, Druid, Wizard) can cast any of their prepared ritual spells ritually; others (Warlock, Sorcerer) cannot cast rituals unless they specifically learn the Ritual Caster feat.",
"tags": ["ritual", "spellcasting", "magic"]
},
{
"title": "Spellcasting: Spell Save DC and Attack Bonus",
"content": "A spellcaster's spell save DC equals: 8 + Proficiency Bonus + spellcasting ability modifier. Their spell attack bonus equals: Proficiency Bonus + spellcasting ability modifier. The spellcasting ability varies by class: Intelligence (Wizard), Wisdom (Cleric, Druid, Ranger), or Charisma (Bard, Paladin, Sorcerer, Warlock).",
"tags": ["spellcasting", "spell-save-dc", "attack-bonus", "magic"]
},
{
"title": "Spellcasting: Preparing and Changing Spells",
"content": "Most spellcasting classes (Cleric, Druid, Paladin, Ranger) prepare a list of spells each Long Rest from their class spell list, limited by their Prepared Spells number. Bards and Sorcerers have a fixed list they can adjust when gaining a level. Wizards prepare from their spellbook. Warlocks always have their spells prepared (up to their Spells Known limit, which functions like other known-spell classes).",
"tags": ["spellcasting", "spell-preparation", "magic"]
},
{
"title": "Warlock: Pact Magic",
"content": "Warlocks cast spells using Pact Magic spell slots, which are always at the highest level available to the Warlock and are regained after a Short or Long Rest. Warlocks have fewer spell slots than other casters (1-4 slots) but have their spells prepared always. Their spells are bolstered by Eldritch Invocations, which grant additional magical abilities and can modify Eldritch Blast or other features.",
"tags": ["warlock", "pact-magic", "spellcasting", "class-features"]
},
{
"title": "Wizard: Spellbook and Learning Spells",
"content": "A Wizard's spellbook contains spells they have learned. Wizards start with six level 1 spells in their spellbook and can add more by copying scrolls or other spellbooks (taking 2 hours and 50 GP per spell level) or when gaining a Wizard level (adding two free spells of any level they can cast). Wizards prepare spells daily from their spellbook, limited by their Prepared Spells number.",
"tags": ["wizard", "spellbook", "spellcasting", "class-features"]
},
{
"title": "Equipment: Weapon Properties",
"content": "Weapons have properties that affect how they are used: Ammunition (ranged weapons use ammo), Finesse (use Str or Dex), Heavy (Small/Tiny creatures have Disadvantage), Light (can be used in two-weapon fighting), Loading (one shot per action), Range (normal/long range), Reach (+5 ft reach), Thrown (can be hurled), Two-Handed (requires two hands), and Versatile (can be used one or two-handed for different damage).",
"tags": ["weapons", "equipment", "combat"]
},
{
"title": "Equipment: Mastery Properties",
"content": "Weapons in SRD 5.2.1 have Mastery properties that warriors can exploit with their Weapon Mastery feature. Examples: Cleave (on a hit, make a free attack against another creature), Graze (on a miss, deal your ability modifier in damage), Nick (Light weapon bonus attack ignores the Light limitation), Push (push target 10 feet), Sap (target has Disadvantage on next attack), Slow (reduce target's Speed by 10), Topple (target must save or fall Prone), and Vex (gain Advantage on next attack against target).",
"tags": ["weapons", "mastery", "equipment", "combat"]
},
{
"title": "Equipment: Armor Types and Training",
"content": "Armor categories: Light (Padded AC 11+Dex, Leather AC 11+Dex, Studded Leather AC 12+Dex), Medium (Hide AC 12+Dex(max 2), Chain Shirt AC 13+Dex(max 2), Scale Mail/Breastplate/Half Plate), and Heavy (Ring Mail AC 14, Chain Mail AC 16, Splint AC 17, Full Plate AC 18). Shields add +2 AC. Wearing armor without training imposes Disadvantage on Str/Dex checks and saves and prevents spellcasting.",
"tags": ["armor", "equipment", "defense"]
},
{
"title": "Equipment: Coins and Currency",
"content": "The standard currencies in D&D are: Copper Pieces (CP), Silver Pieces (SP), Gold Pieces (GP), Electrum Pieces (EP), and Platinum Pieces (PP). Exchange rates: 1 PP = 10 GP, 1 GP = 2 EP, 1 EP = 5 SP, 1 SP = 10 CP. Most prices are listed in GP. One GP can pay a skilled laborer for a day's work.",
"tags": ["currency", "equipment", "economy"]
},
{
"title": "Magic Items: Attunement",
"content": "Some magic items require attunement — a short ritual (taking a Short Rest) during which you bond with the item. A creature can be attuned to a maximum of three magic items at once (Rogue Thief subclass can attune to four at level 13). Ending attunement requires another Short Rest. Attunement ends if you die, are more than 100 feet from the item for 24 hours, or the item is attuned to another creature.",
"tags": ["magic-items", "attunement", "equipment"]
},
{
"title": "Magic Items: Rarity",
"content": "Magic items are categorized by rarity, which generally indicates power level and recommended character level: Common (any level), Uncommon (level 1+), Rare (level 5+), Very Rare (level 11+), Legendary (level 17+), and Artifact (unique, campaign-defining items with special rules). Rarity also guides pricing and availability in the game world.",
"tags": ["magic-items", "rarity", "equipment"]
},
{
"title": "Magic Items: Cursed Items",
"content": "Cursed magic items have adverse effects that are usually not immediately apparent. A character who is attuned to a cursed item typically cannot remove the item voluntarily — it stays equipped. The Curse must usually be removed with a Remove Curse spell or similar magic before the item can be unequipped. Identifying a cursed item often doesn't reveal the curse.",
"tags": ["magic-items", "cursed", "equipment"]
},
{
"title": "Conditions: Blinded",
"content": "A Blinded creature can't see and automatically fails ability checks that require sight. Attack rolls against the creature have Advantage. The creature's attack rolls have Disadvantage.",
"tags": ["conditions", "blinded", "combat"]
},
{
"title": "Conditions: Charmed",
"content": "A Charmed creature can't attack the charmer or target them with harmful abilities or magical effects. The charmer has Advantage on Charisma ability checks made against the charmed creature.",
"tags": ["conditions", "charmed", "combat"]
},
{
"title": "Conditions: Exhaustion",
"content": "Exhaustion has six levels. Each level applies an additional penalty: level 1 = Disadvantage on ability checks, level 2 = Speed halved, level 3 = Disadvantage on attack rolls and saving throws, level 4 = HP maximum halved, level 5 = Speed reduced to 0, level 6 = death. Finishing a Long Rest reduces exhaustion by one level. Each level of Exhaustion is cumulative.",
"tags": ["conditions", "exhaustion", "exploration"]
},
{
"title": "Conditions: Frightened",
"content": "A Frightened creature has Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.",
"tags": ["conditions", "frightened", "combat"]
},
{
"title": "Conditions: Grappled",
"content": "A Grappled creature's Speed becomes 0 and can't benefit from bonuses to Speed. The condition ends if the grappler is Incapacitated, if the creature is moved outside the grappler's reach by an effect, or if the creature escapes by succeeding on a Strength or Dexterity saving throw (its choice) against the grappler's Grapple DC.",
"tags": ["conditions", "grappled", "combat"]
},
{
"title": "Conditions: Incapacitated",
"content": "An Incapacitated creature can't take Actions or Reactions.",
"tags": ["conditions", "incapacitated", "combat"]
},
{
"title": "Conditions: Invisible",
"content": "An Invisible creature is impossible to see without special senses. For the purpose of hiding, it is Heavily Obscured. The creature's location can be detected by the noise it makes or tracks it leaves. Attack rolls against an Invisible creature have Disadvantage. The creature's attack rolls have Advantage.",
"tags": ["conditions", "invisible", "stealth"]
},
{
"title": "Conditions: Paralyzed",
"content": "A Paralyzed creature is Incapacitated and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have Advantage. Any attack that hits the creature is a Critical Hit if the attacker is within 5 feet.",
"tags": ["conditions", "paralyzed", "combat"]
},
{
"title": "Conditions: Petrified",
"content": "A Petrified creature and all nonmagical objects it carries are transformed into a solid inanimate substance (usually stone). It has Resistance to all damage, is Incapacitated and can't move, speak, or be aware of its surroundings. Attack rolls against it have Advantage, and it automatically fails Strength and Dexterity saves.",
"tags": ["conditions", "petrified", "combat"]
},
{
"title": "Conditions: Poisoned",
"content": "A Poisoned creature has Disadvantage on attack rolls and ability checks.",
"tags": ["conditions", "poisoned", "combat"]
},
{
"title": "Conditions: Prone",
"content": "A Prone creature's only movement option is to crawl (costs double movement) or stand up (costs half Speed). The creature has Disadvantage on attack rolls. Attack rolls against the creature have Advantage if the attacker is within 5 feet; otherwise, they have Disadvantage.",
"tags": ["conditions", "prone", "combat"]
},
{
"title": "Conditions: Restrained",
"content": "A Restrained creature's Speed becomes 0 and can't benefit from Speed bonuses. Attack rolls against the creature have Advantage. The creature's attack rolls have Disadvantage. The creature has Disadvantage on Dexterity saving throws.",
"tags": ["conditions", "restrained", "combat"]
},
{
"title": "Conditions: Stunned",
"content": "A Stunned creature is Incapacitated and can't move. It can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have Advantage.",
"tags": ["conditions", "stunned", "combat"]
},
{
"title": "Conditions: Unconscious",
"content": "An Unconscious creature is Incapacitated and can't move or speak. It is unaware of its surroundings. It drops whatever it is holding and falls Prone. It automatically fails Strength and Dexterity saving throws. Attack rolls against it have Advantage. Any attack that hits it is a Critical Hit if the attacker is within 5 feet.",
"tags": ["conditions", "unconscious", "combat", "death"]
},
{
"title": "Hazard: Falling",
"content": "When a creature falls, it takes 1d6 Bludgeoning damage for every 10 feet it falls, to a maximum of 20d6. The creature lands Prone unless it avoids taking damage from the fall. A Monk can use their Slow Fall reaction to reduce fall damage by 5 × their Monk level.",
"tags": ["hazard", "falling", "environment", "damage"]
},
{
"title": "Hazard: Suffocation",
"content": "A creature can hold its breath for 1 + its Constitution modifier minutes (minimum 30 seconds). When it runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn after those rounds expire, it drops to 0 HP and can't be stabilized until it can breathe again.",
"tags": ["hazard", "suffocation", "environment"]
},
{
"title": "Hazard: Burning",
"content": "A creature on fire takes Fire damage at the start of each of its turns. The amount of damage depends on the source. The creature or an adjacent creature can use an action to extinguish the flames. Immersion in water also extinguishes them. Being resistant or immune to Fire damage doesn't prevent a creature from being set on fire, but does reduce or negate the damage taken.",
"tags": ["hazard", "burning", "fire", "environment"]
},
{
"title": "Hazard: Dehydration",
"content": "A creature needs one gallon of water per day, or two gallons in hot weather. A creature that drinks less than half that amount must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion at the day's end. Immersion in water counts as meeting the requirement. A creature with unlimited access to water automatically passes.",
"tags": ["hazard", "dehydration", "exploration", "exhaustion"]
},
{
"title": "Hazard: Malnutrition",
"content": "A creature needs one pound of food per day, reduced to 0.5 lbs for Small creatures. A creature that eats less than half the required amount must succeed on a DC 10 Constitution saving throw or suffer one level of Exhaustion. A creature that has gone without food for 3 + Constitution modifier days must also succeed or suffer Exhaustion. Creatures that can't become Exhausted are immune to this hazard.",
"tags": ["hazard", "malnutrition", "exploration", "exhaustion"]
},
{
"title": "Monster Stat Blocks: Overview",
"content": "A monster stat block includes: name and size/type/alignment, Armor Class and Hit Points, Speed, six Ability Scores and modifiers, saving throw and skill proficiencies, damage Immunities/Resistances/Vulnerabilities, senses (including special senses and Passive Perception), languages, Challenge Rating (CR) and XP, and any special traits, actions, bonus actions, reactions, and legendary actions.",
"tags": ["monsters", "stat-blocks", "gm"]
},
{
"title": "Challenge Rating (CR) and XP",
"content": "Challenge Rating (CR) is a rough measure of a monster's threat level. CR 0 monsters award 0-10 XP. CR 1/8 = 25 XP, CR 1/4 = 50 XP, CR 1/2 = 100 XP, CR 1 = 200 XP, scaling up significantly. CR 20 = 25,000 XP, CR 30 = 155,000 XP. A monster's Proficiency Bonus is determined by its CR: CR 0-4 = +2, CR 5-8 = +3, and so on up to CR 29-30 = +9.",
"tags": ["monsters", "challenge-rating", "xp"]
},
{
"title": "Feats: Overview",
"content": "Feats are special abilities that characters gain from their background (Origin Feats at character creation) or class (typically Ability Score Improvements at certain levels can be replaced by feats). Feats are divided into categories: Origin Feats (gained from backgrounds), General Feats (available as ASI replacements), Fighting Style Feats (martial-focused), and Epic Boon Feats (gained at level 19+ through class features).",
"tags": ["feats", "character-creation", "advancement"]
},
{
"title": "Ability Score Improvement (ASI)",
"content": "Most classes gain the Ability Score Improvement feat at certain levels. When you gain this feat, you can increase one ability score by 2, or two different ability scores by 1 each. No score can be raised above 20 this way. You can instead choose a different feat for which you qualify in place of taking an Ability Score Improvement.",
"tags": ["ability-score-improvement", "feats", "advancement"]
},
{
"title": "Passive Perception",
"content": "Passive Perception is a score that reflects your character's general awareness without actively searching. It equals 10 + your Wisdom (Perception) check modifier (including Proficiency Bonus if proficient, doubled if you have Expertise). The GM uses this score to determine whether you notice things without asking for a roll, such as detecting a hidden creature or spotting an ambush.",
"tags": ["passive-perception", "perception", "exploration"]
},
{
"title": "Darkvision",
"content": "A creature with Darkvision can see in darkness within a specific range (typically 60 or 120 feet) as if it were Dim Light. They can't discern color in darkness, only shades of gray. Darkvision doesn't allow a creature to see through magical Darkness created by spells like the Darkness spell unless the creature has a specific ability that overcomes magical Darkness.",
"tags": ["darkvision", "special-senses", "vision"]
},
{
"title": "Blindsight",
"content": "A creature with Blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures with Blindsight can see Invisible creatures and things in total Darkness. This sense typically represents echolocation, tremor sensing, or similar non-visual perception. Some creatures have Blindsight only in specific conditions.",
"tags": ["blindsight", "special-senses", "vision"]
},
{
"title": "Truesight",
"content": "A creature with Truesight can see normally in both Dim Light and Darkness, see Invisible creatures and objects, detect visual illusions and automatically succeed on saves against them, perceive the original form of Shapechangers or creatures transformed by magic, and see into the Ethereal Plane within the range of the sense.",
"tags": ["truesight", "special-senses", "vision"]
},
{
"title": "Tremorsense",
"content": "A creature with Tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided the creature and source of the vibration are in contact with the same ground or substance. Tremorsense can't detect flying creatures or creatures that don't touch the ground.",
"tags": ["tremorsense", "special-senses", "vision"]
},
{
"title": "Languages",
"content": "All characters know Common plus two standard languages of their choice. Standard languages include Common Sign Language, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, and Orc. Rare languages include Abyssal, Celestial, Deep Speech, Druidic (secret, Druid-only), Infernal, Primordial (with dialects Aquan, Auran, Ignan, Terran), Sylvan, Thieves' Cant, and Undercommon.",
"tags": ["languages", "character-creation", "communication"]
},
{
"title": "Encumbrance and Carrying Capacity",
"content": "A creature's carrying capacity equals its Strength score multiplied by 15 pounds. Characters can usually carry their gear without worrying about weight. The GM may apply encumbrance rules for unusually heavy loads: if you carry more than 5 × your Strength score in pounds, you have Disadvantage on Strength, Dexterity, and Constitution checks and saves. Exceeding your full carrying capacity reduces Speed to 0.",
"tags": ["carrying-capacity", "encumbrance", "equipment"]
},
{
"title": "Two-Weapon Fighting",
"content": "When you take the Attack action and attack with a Light melee weapon, you can make an additional attack with a different Light melee weapon as a Bonus Action. You don't add your ability modifier to the damage of the Bonus Action attack unless the modifier is negative. If either weapon has the Thrown property, you can throw the weapon. The Nick mastery property lets you make this attack as part of the Attack action.",
"tags": ["two-weapon-fighting", "combat", "weapons"]
},
{
"title": "Grappling",
"content": "As an option of the Attack action, you can use your Unarmed Strike to attempt to grapple a creature within your reach that is no more than one size larger than you. The target must succeed on a Strength or Dexterity saving throw (target's choice) against your Grapple DC (8 + Strength modifier + Proficiency Bonus). On a failure, the target gains the Grappled condition. You can release the creature at any time (no action required).",
"tags": ["grappling", "combat", "special-attacks"]
},
{
"title": "Shoving",
"content": "As an option of the Attack action, you can shove a creature within 5 feet of you to push it up to 10 feet away or knock it Prone. The target must be no more than one size larger than you. The target must succeed on a Strength or Dexterity saving throw (target's choice) against your Shove DC (8 + Strength modifier + Proficiency Bonus). On a failure, you either push the creature or knock it Prone.",
"tags": ["shoving", "combat", "special-attacks"]
},
{
"title": "Ready Action",
"content": "You can use the Ready action to prepare a response to a trigger. When you Ready, you choose a trigger (a perceivable circumstance) and an action or movement you'll take in response. When the trigger occurs before the start of your next turn, you can take your Reaction to perform the readied action. A readied spell requires Concentration until you release it; if you don't, the spell slot is lost.",
"tags": ["ready-action", "combat", "tactics"]
},
{
"title": "The Dodge Action",
"content": "When you take the Dodge action, until the start of your next turn: attack rolls against you have Disadvantage (if you can see the attacker), and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0.",
"tags": ["dodge-action", "combat", "defense"]
},
{
"title": "The Help Action",
"content": "When you take the Help action, you assist another creature. Assist with an Ability Check: choose a creature within 5 feet of you and a skill or tool. The creature has Advantage on the next check using that skill or tool if the check is made before the start of your next turn. Assist with an Attack Roll: choose an ally within 5 feet of a creature within your reach. The ally has Advantage on their next attack roll against that creature.",
"tags": ["help-action", "combat", "cooperation"]
},
{
"title": "Spellcasting: Components",
"content": "Spells may require up to three types of components: Verbal (V) — spoken incantation; Somatic (S) — specific gestures, requiring at least one free hand; and Material (M) — physical items that may or may not be consumed. A Spellcasting Focus or Component Pouch can replace most material components unless a component has a listed gold cost or is consumed. If you can't provide a required component, you can't cast the spell.",
"tags": ["spellcasting", "components", "magic"]
},
{
"title": "Spellcasting: Areas of Effect",
"content": "Spells with areas of effect come in several shapes: Cone (widens from its origin point to a specified diameter at its far end), Cube (extends from a point you choose), Cylinder (extends upward from a circular area), Emanation (radiates from a creature), Line (extends from its origin in a straight path), and Sphere (extends from a central point in all directions). Choose which creatures within the area to target when applicable.",
"tags": ["spellcasting", "areas-of-effect", "magic"]
},
{
"title": "Spellcasting: Targets and Line of Sight",
"content": "Most spells require you to see your target. A spell that targets a point in space (like Fireball) requires you to have a clear path to the target — it can't be behind Total Cover. A spell doesn't have to follow a straight path; it can go through openings. If a spell targets a point and creates an area of effect, creatures count as in the area if any part of their space overlaps the area.",
"tags": ["spellcasting", "targeting", "line-of-sight", "magic"]
},
{
"title": "Spellcasting: Casting Time and Bonus Action Spells",
"content": "Most spells are cast as a Magic action. Some have casting times of 1 Bonus Action, 1 Reaction, 1 Minute, or longer. If you cast a spell as a Bonus Action, you can't cast another spell on the same turn as your action — except a cantrip with a casting time of 1 action. This restriction prevents high-level spells from being combined with other spell casting in the same turn.",
"tags": ["spellcasting", "casting-time", "bonus-action", "magic"]
},
{
"title": "Meta-Rule: AI as Game Master",
"content": "The AI agents (Narrator, Archivist, Librarian) collectively fulfill the role of the Game Master (GM). They are responsible for interpreting rules, describing the world, and adjudicating the outcomes of all actions and tests.",
"tags": ["meta", "ai", "gm"]
},
{
"title": "Meta-Rule: Narrative Freedom",
"content": "The GM has the authority to adjudicate situations not strictly covered by these rules to ensure a compelling and continuous story. When in doubt, the 'Rule of Cool' applies: prioritize an entertaining and logical narrative over rigid mechanical adherence.",
"tags": ["meta", "ai", "narrative"]
},
{
"title": "Meta-Rule: Character Sheet Persistence",
"content": "Every Player and NPC node in the world memory MUST track the following integer properties: strength, dexterity, constitution, intelligence, wisdom, charisma, hp, and max_hp. These values represent the entity's core stats and are used for all relevant tests and combat calculations.",
"tags": ["meta", "stats", "persistence"]
},
{
"title": "Meta-Rule: Default Attributes",
"content": "If an entity is encountered and its specific attributes are not defined in the lore or prompt, the GM should assign a default value of 10 (+0) to its six core abilities and an appropriate amount of HP based on its Challenge Rating or role.",
"tags": ["meta", "stats", "defaults"]
},
{
"title": "Meta-Rule: Status Registry and Expiration",
"content": "Conditions and temporary effects (e.g., 'Prone', 'Concentrating', 'Raging') must be stored in the 'conditions' property of the affected node as a list of strings. To ensure effects are not permanent, each entry should include an expiration trigger (e.g., 'Frightened_Until_EndOfNextTurn', 'Rage_Until_1Minute'). The GM must check and clear expired statuses at the start of each relevant turn or interaction.",
"tags": ["meta", "conditions", "expiration"]
},
{
"title": "Character Archetypes",
"content": "When a player 'describes themselves' during world initialization, the GM uses this description to guide the generation of their starting class and attributes. For example, a description of a 'brash warrior' should result in high Strength and Constitution, while a 'studious mage' implies high Intelligence.",
"tags": ["meta", "character-creation"]
}
]